Shared rules
Kinds and placement
Core alpha 0.1
Support relics stay in Support. Named-cat Items attach to that eligible cat. Consumables resolve and are discarded. HP-bearing objects remain combatants in the Active row or Bench; a picture of an object does not turn a combatant into equipment. Lands use the separate Land slot.
Playing objects
Core alpha 0.1
During Prepare, play at most 1 Item or bonus relic for free unless a play cost is printed. Pay ability Energy costs separately. Normal combatant deployment rules apply to combatants. You may have one Land in your Land slot; replacing it discards the old Land. Playing a Land is separate from the Item allowance.
Energy and attacks
Core alpha 0.1
The normal turn Energy pool is 2, then 3, then 4; apply any explicit Energy-granting effects for that turn. Only your Active combatant may attack, and you get one attack per turn. An artifact-supplied attack uses that same attack allowance. Printed exceptions, including Double Flop’s 1-Energy cost, remain valid.
Ability timing
Core alpha 0.1
An activated power with no printed timing uses Act & Attack during your own turn before your attack, at most once per own turn. Explicit turn-start, turn-end, on-attach, after-attack, and would-be-defeated timings override that default. Reactions resolve in their stated window. A reaction allowed each turn can be used on either player’s turn; a once-per-game use remains once per game.
Switching the Active ally
Core alpha 0.1
During Act & Attack, you may pay 1 Energy once to switch your Active ally with one of your Benched allies. A card’s free switch is separate from this normal paid switch. Whiskerways Realmstep already grants a free once-per-turn Active/Bench switch under the alpha 0.1 manual. Being Asleep does not prohibit a switch.
Named identities and eligible allies
Core alpha 0.1
Miso and Mochi include matching Evolutions and a Duo retaining those names. A Duo is one character; do not apply the same effect twice just because it retains both identities. A Duo can satisfy a requirement for both identities. An allied target may be Active or Benched unless the power narrows it. “Another” and “other” exclude the first target or source. Defeat discards attached Items; Evolution retains the character’s identity and attachments.
Limits and tracking
Core alpha 0.1
Printed Limit 1 means one copy of that title in your deck and one in play. No Limit 1 is added where the card does not print it; normal deck rules still apply. Each player tracks their own once-per-turn and once-per-game usage by title and ability across copies and replays. Replacing, replaying, or evolving a card does not refresh a used limit.
Healing and surviving defeat
Core alpha 0.1
Healing cannot exceed maximum HP. A power that makes a character survive with 10 HP sets its remaining HP to 10 before defeat; it does not heal 10 or revive a card after it leaves play. Return-to-hand effects return the card to hand, not directly into play.
Damage bonuses
Core alpha 0.1; calculation clarified in alpha 0.2
Distinct attack-damage bonuses add together. Multiple copies of the same named continuous bonus do not stack. “ATK” means an attack-damage modifier. Apply a generic attack bonus once per damaged target per attack after adding together that attack’s hits to that target. Apply no generic bonus to recoil, self-damage, non-attack ability damage, or an attack that only heals; a bonus cannot create a damage target. Explicit card exceptions override this rule.
Damage reduction and shields
Core alpha 0.1
Use only the largest applicable numerical damage reduction; do not add reductions together. Damage cannot go below 0. Preserve whether a power affects all damage, attack damage, or enemy-attack damage. A next-hit shield is consumed by its next qualifying hit even when another, larger reduction is used. Full prevention, cancellation, and defeat replacement follow their own text.
Duration and leaving play
Alpha 0.2 clarification
A continuous power ends when its source leaves play or its condition stops being true. A temporary effect that has already resolved keeps its stated duration after the source leaves play. A next-hit effect ends on its next qualifying hit or stated expiry, whichever comes first. When the original card gives no expiry, this reference says so instead of inventing a turn-end expiry.
Controller timing and global effects
Alpha 0.2 clarification
A Land’s unqualified turn-start or turn-end trigger refers to its controller’s turn. Keep explicit global targets global: Purrchgate protects all cats from attack damage and heals every cat, including the opponent’s. Conditional extra Energy is gained once per trigger, not once for each qualifying cat.
Realm and Artifact search labels
Alpha 0.2 clarification
Realm means Land. The Search class field explicitly identifies eligible cards. Artifact includes printed Artifact, Item, and Relic labels, including consumables and printed Relic collector series. Furthings and Skyscratcher therefore count for Artifact searches while remaining HP-bearing combatants. The Fuzzy Fishies, Tangledeep, ARTAX, and BEEPBOOP9000 do not gain Artifact eligibility from their object-like appearance or collection category. Preserve any more specific printed subtype restriction.
Targeted cancellation and protection
Alpha 0.2 clarification
Infinite Tails’ Twin Guardians cancels one discrete targeted enemy card ability or effect on one chosen allied card as it resolves. It does not cancel base attack damage or untargeted effects; effects on other targets still resolve. FURRAISERS’ Slam Shut protects one chosen eligible character against one attack, not both separate cats.
The Solemates
Alpha 0.2 card update
The Solemates gives your Miso or Mochi +20 attack damage while it remains in Support. Once during your turn before your attack, pay 1 Energy to give one eligible cat protection from the next attack before your next turn starts. That shield reduces damage by 20, minimum 0, and persists after the source leaves play. The shoes have no independent attack or HP.